Jump to content

Recommended Posts

Posted
18 minutes ago, matashina said:

Yeah, I think the file thing was just windows defender not like believing that I actually wanted the rules I'd set to work until I'd restarted my computer or something. Sorry to make you reiterate.

You're on to something with my grass cache files. I tried out SuperDenseGrass and really like the results in-game before running my LOD stuff, but now that I think about it, uh, yeah, that could do it with ballooning my DynDOLOD times. Is that setting not compatible? I just grepped through the DynDOLOD docs and searched this forum thread and I don't think anyone has mentioned SuperDenseGrass before, but I could be wrong...?

You know what, I've had it running for like 3 hours now, I'm going to see if this ever finishes for the sake of argument, and then if it ever finishes I'm going to see if the game even runs. In the very likely event that my PC literally melts first ima turn off SuperDenseGrass and see if that fixes it.

Skyrim. It's a journey, not a destination.

Also, sorry, one more question. I see that having a root node of a NIF that's a NiNode can be a problem, and from the docs, that seems to be the case when generating Dynamic LOD, which the docs defines as "an optional type of LOD by DynDOLOD for objects that change state based on quests like military tents, ships, animated objects like waterfalls or fires or glow LOD windows that react to weather/sunlight." Would grass count as Dynamic LOD then?

Posted
On 9/28/2021 at 9:06 PM, VulKun said:

Now texgen closed itself..I want to use 3.0 alpha but i cant. and just working 2.96  but not good a version..really bullcrap

Read the first post. Follow its advice what to include/upload when making posts.

If you are unable to post any information and log files as explained in the first post, there is no point in participating in the alpha test or making posts without any information.

On 9/29/2021 at 3:17 AM, matashina said:

You're on to something with my grass cache files. I tried out SuperDenseGrass and really like the results in-game before running my LOD stuff, but now that I think about it, uh, yeah, that could do it with ballooning my DynDOLOD times. Is that setting not compatible? I just grepped through the DynDOLOD docs and searched this forum thread and I don't think anyone has mentioned SuperDenseGrass before, but I could be wrong...?

SuperDenseGrass should be no problem.

As long as there are message like 
pos 52640, 98211.38, -6864 outside cell 12, 24 center 52640, 98211.38, -6864 49152,98304
in the LODGen log something is going on.

If you could generate a grass cache without SuperDenseGrass and if then those messages go away, there is something I need to look at.

Grass is not considered for dynamic LOD, so the NiNode is not a direct problem.

 

On the other hand, also try to generate without grass LOD being checked, to rule out something else being the problem.

Posted

Error processing grass data Tamrielx-019y0018.cgid Unable to read beyond the end of the stream. System.IO.EndOfStreamException

Not sure what this means.   Thanks.

Posted
37 minutes ago, Zanderat said:

 


Error processing grass data Tamrielx-019y0018.cgid Unable to read beyond the end of the stream. System.IO.EndOfStreamException

Not sure what this means.   Thanks.

Click the "Help for this message" link as explained on  the first post. It will open ..\DynDOLOD\docs\help\Exception.html

It explains the obvious, that is problem reading the mentioned file and what to do about it.

Posted
57 minutes ago, Zanderat said:

Yes.  But does it necessitate rerunning DynDOLOD or is merely deleting the bad .cgid file and regenerating it all that is necessary?  Thanks.

Read the log messages. Read the manual.

The error stopped the DynDOLOD generation process.
DynDOLOD did not print its "completed successfully" message to the log as explained in the manual.
DynDOLOD should not have saved any plugins.
It should be obvious that the LOD mod is not complete and can not be used in the game and that the LOD generation process with DynDOLOD needs to be started again.

Posted
40 minutes ago, Zanderat said:

I get your point about RTFM.  But DynDOLOD did save the plugin..............  Anyway, I guess I can rerun it.   Thanks.

Good to know. It should not do that. It will be addressed.

Posted
6 hours ago, sheson said:

SuperDenseGrass should be no problem.

As long as there are message like 
pos 52640, 98211.38, -6864 outside cell 12, 24 center 52640, 98211.38, -6864 49152,98304
in the LODGen log something is going on.

If you could generate a grass cache without SuperDenseGrass and if then those messages go away, there is something I need to look at.

Grass is not considered for dynamic LOD, so the NiNode is not a direct problem.

 

On the other hand, also try to generate without grass LOD being checked, to rule out something else being the problem.

Yeah, I was unable to complete a run with a SuperDenseGrass-enabled grass cache. I made a new grass cache with that setting turned off and reran DynDOLOD. It completed in a normal amount of time and none of those "pos x outside cell y center z" messages showed up in the logs. 

Posted
38 minutes ago, matashina said:

Yeah, I was unable to complete a run with a SuperDenseGrass-enabled grass cache. I made a new grass cache with that setting turned off and reran DynDOLOD. It completed in a normal amount of time and none of those "pos x outside cell y center z" messages showed up in the logs. 

We have tested with larger/taller grass in NGIO, and this produces a similar effect without the performance hit. DynDOLOD runs fine. Give that a try. DynDOLOD grass density can be as low as 35% and still look 'full' under these conditions. i forget the grass size scale we used, but I would go with something like 125%-150%

Posted
13 hours ago, matashina said:

Yeah, I was unable to complete a run with a SuperDenseGrass-enabled grass cache. I made a new grass cache with that setting turned off and reran DynDOLOD. It completed in a normal amount of time and none of those "pos x outside cell y center z" messages showed up in the logs. 

I assume with SuperDenseMode = 8?

I will have to test that to see what's up.

Posted
1 hour ago, DarkladyLexy said:

I have been trying out Grass LOD everything built OK but when i get into game I am have werid meshes issues. not sure where to start on this

Sep 30 2021 15_44_18.jpg

Read the first post what log files to upload when making posts.

To see if this is LOD, open console and toggle LOD on/off. If it stays it is not LOD. If it goes away it is static object or terrain LOD.

If this is LOD related, read the DynDOLOD FAQ: Game: Out of place objects / floating objects / flickering full models 

Especially this answer:  If the problems is stuck object LOD in Whiterun after fast travel, change Distant Object Detail on the View Distance tab of the Advanced options of the games launcher from Ultra to High. Alternatively try just slightly changing the value fBlockLevel0Distance=60000 in SkyrimPrefs.ini to 57000.

If this is LOD related, but not stuck object LOD, it has to be terrain LOD, as it is the only LOD type that is not disabled in the load cells.

If it doesn't go away, you should be able to get a form id by clicking it with console open.

Could be terrain underside for example. In that case it has too low quality or the height distance to 0 is to low.

Posted

I have a question about sharing Presets. I looked through the manual and searched this thread, but I couldn't find an exact answer to this. My apologies if it is indeed covered.

Say I download a Preset .ini and put it in DynDOLOD/Edit Scripts/DynDOLOD/Presets. I load DynDOLOD through MO2, and load the Preset in the GUI. My filepatlh is different from the person who uploaded the preset, so I change the output file path in the GUI. I save the preset.

Looking at the preset I have saved, it has a valid filepath to my chosen output directory. However, the mesh rules under [Skyrim LODGen] all contain invalid filepaths that do not point to the included DynDOLOD rules (they have the filepaths of the person who uploaded the original preset).

Is this an issue? I think that .ini might be how the rules load, so it seems like it might be an issue to me. Or do the rules dynamically change when starting to reflect the proper filepath of wherever DynDOLOD is installed? Or am I totally misunderstanding?

For example, see the attached .ini of me trying the STEP 2.0 Optimal Preset on a different mod setup.

Thanks in advance for your time. I appreciate any clarity you can offer.

DynDOLOD_SSE_Optimal1.ini

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.